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2 Myth: The Total Codex
TABLE OF CONTENTS
Introduction ....................................................................................................4
A Note About This Manual ..........................................................................4
Installing and Using Myth II Plugins ..........................................................4
Installation ................................................................................................4
Using Plugins in Multiplayer....................................................................5
Using Plugins in Singleplayer..................................................................5
Technical Support For Chimera ..................................................................5
Chimera ............................................................................................................6
Introduction ..................................................................................................6
A Note From The Badlands Team ................................................................7
Playing Chimera ............................................................................................7
cont...
3 Codex Plugins Manual
Credits ..........................................................................................................104
Special Thanks ..........................................................................................104
Chimera ....................................................................................................104
Third Party Map Makers ..........................................................................107
Don’t Forget ..............................................................................................108
4 Myth: The Total Codex
INTRODUCTION
You might think that we at Bungie, being wicked-cool, would have figured
out a way to squeeze all the best Myth scenarios and net maps onto a sin-
gle CD-ROM. If only such were the case. We're still limited to the same 650
megabytes of CD-ROM space as everyone else, and that means that there
were many, many excellent maps and plugins that we just couldn't include
with the Total Codex.
But part of being wicked-cool is that we tend to attract wicked-cool fans.
And some of those fans have set up an incredible site called The Mill,
which is a bottomless pit of Myth II add-ons. Maps, films, utilities, news
and links are tasty chunks in the savory stew of Mill goodness that will
wash the bilious taste of maplessness from your mouth. So, if you've
exhausted the contents of the Codex and you're hungry for more, point
your browser to http://mill.bungie.org and indulge in their endless smor-
gasbord of new Myth and Myth II goodies. Bon carnage!
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5 Codex Plugins Manual
than the whole bunch. Simply scroll through the list and click the
checkbox next to the name of any plugin you wish to install.
When you have specified which kind of installation you want, click the
Install button and the installer application will take care of the rest.
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6 Myth: The Total Codex
INTRODUCTION:
“...When I first began to have visions I shared them with you, for the evil in
them was familiar to me. But you dismissed them because peace has lain
easily on our land. At first I also sought to dismiss them. Now, however, I
see too clearly the gardens hung with bones, the silent march of skeletal
armies and behind them all, a woman wielding a token of great power.
You may believe that I have been scarred by too many battles and that I hear
their echoes even in my dreams, but I know these visions are real and not the
shadows of memory. I must act...“
Thus begins Chimera--an eight level single-player quest set in the Myth
world. Ten years after Soulblighter’s defeat, three veteran heroes of the
battles against the Fallen band together to confront a vengeful sorceress
and the evil she has awakened.
Developed by the Badlands map making group with the support of
Bungie Software and members of the Myth II development team, Chimera
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7 Codex Plugins Manual
PLAYING CHIMERA:
Install the Chimera plugins using the Codex Plugins Installer.
To begin playing the single-player Chimera campaign, launch Myth II, and
select “New Game” from the main menu. You will see the first level of
Chimera,“The Healer,” in blue text at the bottom of the list. Select this level
and press the “Start” button.
To play Chimera’s multiplayer map,“Fosgarach Ruillick,” begin a muliplayer
game over bungie.net or LAN (please refer to page 34 of the Myth II
Electronic Manual for additional information on starting multiplayer
games). Open the game’s “Options” menu, and you will see Fosgarach
Ruillick listed in blue text. Select it, and press OK to return to the main mul-
tiplayer game setup screen.
One warning: Chimera’s single-player levels are not for the faint-of-heart.
Indeed, they were designed to test the skills of experienced Myth players.
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9 Codex Plugins Manual
SUMMARY:
Designed for close combat where you have to think fast and take
advantage of the many strategic bottle necks to win. Use the myri-
ad bridges, houses and other buildings to avoid a confrontation
until you have the upper hand in both the Myth and WWII variants.
This plugin contains seven variants in all, and three of them
include the Santa’s Head WWII soldiers.
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10 Myth: The Total Codex
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SUMMARY:
Set in medieval Japan, "Assassin!" is a single-player map offering
new models (some of the most complicated ever seen in Myth II),
new units (including Samurai, Ashigaru Gunners and of course,
Ninja) new scenery... even random lightning strikes! You'll have to
see it to believe it.
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14 Myth: The Total Codex
cally seen work from Daimyo. Many changes have been made, and it's still
basically alpha-we never got the sounds, and the units and models need-
ed months of additional refinement.
This map is based on one of the maps from the game. Some changes have
been made since the alpha (primarily to get it compatible with the release
version of Myth II), and in the future we hope to make many more, and
release many of the other maps, units and models from the project.
Although this map is based on stuff from Daimyo, you shouldn't consider
this a Daimyo map. It's nowhere near the potential of what we could have
accomplished with the necessary funding and time, but it's still a nice
break from the usual MythII units.
THANKS:
Special thanks to the following people who worked on Daimyo:
John Dames (Bad Craziness) - Project Head, Artwork, Spiritual Advisor Jahn
Hancock (S_Gundam) - Unit Animation, Models, Excessive & Extremely
Loud Cursing J. Charles Holt (Deathwhore) - Artwork
Stephen Turnbull - Historical Consultant
Allen Win - Unit Models
Tim Alvis (Shogun Rabbit) - Scripting (NOTE: This map has been entirely
rescripted by J. Charles Holt)
FINAL NOTE:
All of the units, scenery, models, and artwork on this map are the sole
property of John Dames. NO PART OF THIS WORK MAY BE USED WITHOUT
PERMISSION FROM JOHN DAMES (dames@stlnet.com). Before you think
about blowing this off and doing it anyway, keep in mind that John Dames
is married to a lawyer, so it won't cost him a dime to hunt you down and
sue you.
WWW.MYTH2HANDBOOK.COM
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SUMMARY:
Lands of scarred and molten rock waiting to explode with a force
like no other. This one of a kind volcanic map has five teams fight-
ing for their lives with the land as well as each other.
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SUMMARY:
This plugin from Bungie includes two maps, Boil and Bubble and
Toil and Trouble. The dark map, Toil and Trouble, features a new
unit, the Changeling, a surprisingly agile tree that's been possessed
by an evil spirit and transformed into a bloodthirsty juggernaut.
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18 Myth: The Total Codex
These maps not only test your tactical abilities, they push the Myth II
engine into unexplored territory. Both maps use Myth II's ability to handle
multiple media levels to create magnificent swampy terrain with pools of
water scattered at different heights. As the flow of the game changes, dif-
ferent pools become strategically important and a well-placed wight can
win the game (or lose it). Difficulty settings are used to modify the goals of
various games, so try them all to find the ones you like best.
While the traditional light unit selection on Boil and Bubble allows you to
engage in epic, if slimy, struggles, the addition of a never before seen unit
on Toil and Trouble will demand new strategies and tactics. This new unit,
"The Changeling," is a surprisingly agile tree that's been possessed by an
evil spirit and transformed into a bloodthirsty juggernaut.
Boil and Bubble and Toil and Trouble both offer the following game types:
•Body Count
•Steal the Bacon
•Last Man on the Hill
•Flag Rally
•Capture the Flag
•Territories
•Captures
•King of the Hill
•Assassin
•Tyson Green
•Christopher Barrett
•Jaime Griesemer
•James Trevett
•John W. Scott
•Paul Berton Jr.
•Frank Pusateri
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SUMMARY:
Search down your opponents in this green hedge maze of solid
wackyness. If you're lucky, you might just run into a pack of Lich
Mages! The maze is surrounded by a beautiful park with fountains
and nifty dwarven statues.
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able to cast the spell once per lich mage. To remove stoned condition just
use healing.
Thanks for downloading,
- Electrofryer (aka Chrille Blomqvist, SBS)
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22 Myth: The Total Codex
•light
•dark
•trow
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.
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SUMMARY:
Civil War: War between States takes you back some 138 years, and
throws you into the most fearsome conflict in our nation's history.
Contains 8 new units, custom models, surrealistic landscape,
Scenery and sound that will completely engulf you.
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SUMMARY:
A faithful conversion of the Myth: The Fallen Lords multiplayer map
Creep on the Borderlands.
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SUMMARY:
A graveyard permeated with the stench of evil becomes the last
battleground against the Taken. This Free-For-All map has five
starts and four meshes: Temple of the Taken (light), Crypt of the
Taken (dark), Doom of the Taken (Slugfest), and Riot for the Taken
(dwarf riot).
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27 Codex Plugins Manual
SUMMARY:
This windswept heath is where Bonnie Prince Charlie's men were
defeated by the Duke of Cumberland, known forever after as "The
Butcher". One thousand two hundred Highlanders lost their lives
here on the morning of April 16th, 1746. This map has two starts
and is intended for team games.
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28 Myth: The Total Codex
SUMMARY:
A homage to the original Myth: The Fallen Lords maps combining a
simple river with diverse landscape and a beautiful waterfall. This
luscious 4 team map includes new scenery and both a light and
dark version.
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29 Codex Plugins Manual
declared, `I shall never serve you, you cosmic being of evil and discontent!’
His words finished, Creyan heard a boom, and witnessed his army burning in
place, their dead corpses rising again from the ground, falling in line with the
thousands of other walking dead. Creyan burned with rage, his hair rose on
end, and around him a shimmering, gold, light could be seen. All about the
area small objects defied gravity, the sheer force of his energy bending the will
of the universe.
In the blink of an eye he was in front of Balor, his fists bringing sparks from the
unworldly metal of the mantel of the Leveler. The speed of his movements and
force of his will causing great gusts of wind to blast away from the battle. All
throughout, Balor did not so much as twitch, unaffected by the barage.
Seeing his attacks failing, Creyan collected to himself all the energy he could,
making a great sphere of fire so hot the rocks and dead around it melted. With
an enormous scream he hurled his orb of death at Balor. The shock wave was
so intense the ground and objects for several miles were flung outwards.
Legends say some pieces still fly to this day. Now alone on a barren plane, he
gazed at where the smoke was clearing, and saw the Leveler, unaffected,
standing and laughing.
Almost spent, Creyan made a last attempt to destroy the great darknes.
Collecting to himself all the energy he could, he floated to the King of Terror
and destruction. Even at the capital, 3000 miles away, the light from the explo-
sion could be seen. Creyan had used every ounce of strength he possessed to
destroy Balor. Alone in a charred landscape Balor laughed, nothing could
destroy him. In another age armies would compete at the borders of the great
explosion. Between them the still dead land caused by the great encounter,
and the regrown land, which the Evil could never wholly destroy...”
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30 Myth: The Total Codex
SUMMARY:
A five-star FFA map with a distinctive mountainous flavor featuring
Light, Dark, and Artillery meshes for players of every persuasion.
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SUMMARY:
In the springtime, rains come and a dry arid landscape turns green
overnight. But even the flooded canyons will not be enough to
wash away the blood of this sunny afternoon. Flood On The Plains
is a fairly straight forward conversion of the Myth II netmap,
Demise on the Plains.
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SUMMARY:
A wintry re-make of the classic Myth: The Fallen Lords map "For
Carnage Apply Within". Although the brisk winter breeze has
come it still retains all its original values of five teams and great
game play. Original unit setups including light, dark and a remix
version.
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34 Myth: The Total Codex
the snow and get out of the wind. I was following his orders when I hit some-
thing hard on the ground. I picked it up about to toss it away as a root when I
realized there was something metal on it. I looked closer at this thing and
realized it was a hand, a hand with the same ring I wore on my own hand
now. Those stories seem a bit less fantastic now...”
The plugin includes 3 meshes:
•light
•dark
•remix
KotH and Stampede remove the 5th (middle) team from the game.
Everything included in this archive, Copyright ©1998-1999, All Rights
reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.
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35 Codex Plugins Manual
SUMMARY:
This map lets you play an explosive version of golf using Myth II.
Do your best at the Myrgard Country Club to shoot par on this 3-
hole course. In-game tips and rules are included in the “level hints.”
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36 Myth: The Total Codex
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37 Codex Plugins Manual
SUMMARY:
A watery graveyard at the stroke of midnight covered with top-
pled graves. This five team map tests your limits as Wights explode
around you in the depths of the water, and the Fetch strike from
safe overlooks.
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38 Myth: The Total Codex
King Of The Hill and Stampede, remove the 5th (middle) team from the
game.
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.
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39 Codex Plugins Manual
SUMMARY:
A dreary map great for hiding wights and challenging “jmk” games.
The muddy terrain and drizzle of rain make the frogs feel at home,
while the land waits to be spoiled by bloody combat. This five
team map offers the variants light, dark and jmk.
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40 Myth: The Total Codex
poor warrior’s blood spattered, covering the ground and Hodge himself.
As he sat washing his hands in a pool the rain came up, and glancing at the
stains of blood on the ground he muttered repeatedly,‘The rain will wash
away the blood.’ But his hands were not cleansed. Nay they were covered in
red again, not the blood of his kinsmen but his own, for scrubbing so vigorous-
ly for hours on end he worn past the quick of his hands and they bled. As he
looked down again at this hands and saw the red fluid dripping, his vision
went dark and red, and he fell into the pool, bubbling all the way to the bot-
tom ‘The rains will wash away the blood. The rains will wash away the
blood...’”
Everything included in this archive, Copyright ©1998-1999, All Rights
Reserved. Badlands . Yep, that's right. Badlands recognizes the pre-existing
rights and responsibilities of Bungie Software Products Corporation
("Bungie"). All appropriate software © 1997-1999, All Rights Reserved.
Bungie Software Products Corporation. Anything you see, anything you
might be thinking, and quite possibly the dust drifting between your eyes
and our pixels is now Badlands. Don't make us get medieval on you about
this. We will. Really.
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41 Codex Plugins Manual
SUMMARY:
Heart of Darkness is a dark, rainy map, full of wolves, bats and all
things not quite dead. Travellers entering this twisted land should
beware the liche! Includes three 5 team meshes. Heart of Darkness
(Light), Holy Wars of Darkness (Slugfest+Jman, Ghast), and If I Had a
Bungyip...(Dark)
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43 Codex Plugins Manual
SUMMARY:
Battle in this rugged windswept domain under the beady eyes of
the crows. Here you have a broad spectrum of units and plenty of
opportunity for creative play. Take a chance, and throw yourself
into the “Slugfest” version!
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44 Myth: The Total Codex
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45 Codex Plugins Manual
SUMMARY:
Two Keeps, one river, a mysteriously destroyed orchard and some
bad blood between neighbors. Rumors abound as the Keep inhab-
itants find themselves on the brink of war over this once peaceful
valley. Now it’s up to you: attack your opponent’s stronghold or
defend your own? It’s big, it’s classic, it’s reborn for Myth II.
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47 Codex Plugins Manual
SUMMARY:
Leagues features a super-realistic desert texture map and a unique
unit-setup system. The type and number of units on your team will
change depending on the difficulty level you choose. And don’t
forget: Ghols can pick up and throw all sorts of explosive things...
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SUMMARY:
This large two team map is set in lush jungle complete with ancient
healing temples and reinforcements. There are light and dark version of
this map.
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49 Codex Plugins Manual
pray and listen for inspiration and blessing for their causes. But now the seren-
ity of this Eden is threatened, as the armies of two great powers spar for the
will of the life-giving land...”
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SUMMARY:
Myopia features a beautiful fall color map and a 5 team center
reminiscent of Myth: TFL. Best of all, Myopia is the first map since
Torpidinium to make use of multiple World Knots! Myopia's game-
play is enhanced by these 12 mythic teleporters, especially in
games such as Flag Rally or Territories.
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SUMMARY:
Your battleground: farmland transformed by war. Get set for a
bloody fight. The layout is tight and the action is fast paced!
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SUMMARY:
Control a crew of swashbuckling pirates as they fight over treasure
on a small tropical island. Exploding bottles of rum, barrels of gun-
powder, wild monkeys and cursing pirates are just a few of the fea-
tures included. Introduces all new maps, scenery, sounds, and five
units based on 18th century pirates!
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55 Codex Plugins Manual
cent. The battles are very gory and the pirates have no problem with curs-
ing, swearing, and drinking heavily.
Designed by Black Sam - thrim@bungie.net
Thanks to Leadfeather for letting us use his turtle.
Other thanks to Fallen Paladin, Keuka, The Pope, and Steven
Cento for help with the beta testing.
More information about this plug-in can be found at:
http://members.home.net/blacksam/main.htm
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SUMMARY:
Four forts and two temples cover the Plains of Muirthemne and
make it possible to play either 4 player or 2 team games. The
bumpy terrain outside the forts is mostly sand and rocks. The
warm tropical river that runs through the middle is a perfect place
to hide wights.
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If you like this map, you can get some of my other maps at:
http://members.xoom.com/Electrofryer
http://home4.swipnet.se/~w-41510/maps.htm
http://mill.bungie.org
Myth: TFL maps:
If I had a Pelé
Electro's swedish slugfest
Rainy desert
Door to dimension death
Myth 2: Soulblighter maps:
King of the knuckles
Bastard valley
Rainy desert
Treasure island
Carnage canyon
Plains of Muirthemne
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SUMMARY:
The Borogrove is a rainy, swampy FFA map with 4-start and 5-start
Light and Dark versions, Riot meshes, and fearsome stampeding
turtles (You know you want the turtles).
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59 Codex Plugins Manual
whispered,‘ The Turtle moves,’ and died. Just then the skies opened up and the
rains came down. It has never stopped falling. Now all that is left of the once
fertile croplands is a marshy land blotched with ruins. Locals say if you look
closely you might even see the children of the Great A'Tuin reborn in the image
of the turtle they worshiped...”
(*ed.note This is very sad because although they disagreed about the
specifics, both groups did agree that "the world is a mesh".)
UNITS
Rain of the Borogove (4 or 5 start, light units) warriors, thrall, mortar
dwarves, bre' Unor, bowmen, journeymen, wights,(assassin warlock, stam-
peding turtles)
Defilement of the Borogove (4 or 5 start, dark units) myrkridians, bre'Unor,
ghols, mortar dwarves, soulless, spiders, wights, (assassin trow, stampeding
turtles).
Ghols of the Borogove (8 start) ghols and assorted things to throw
Dwarves of the Borogove (8 start) dwarves, thrall, wights
GAME TYPES
Steal the Bacon, Last Man on the Hill, Scavenger Hunt, Flag Rally, Capture
the Flag, Balls on Parade, Territories (9 flag normal and 13 flag heroic),
Captures (9 ball normal and 13 ball heroic), Assassination, King of the Hill
(4-player, ghol riot, and dwarf riot only) and Stampeding Turtles (4-player
only).
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SUMMARY:
An epic, strategic two-team map set in the valley between two
rocky plateaus. Features Berserks, Myrkridia, and Classic meshes
and objectives that change with the difficulty settings.
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The Assassin targets for the Zerks and Myrks versions are the two Fetch.
The map changes depending on the difficulty level you select. On Normal,
there are six Territories, Flag Rally, and Captures flags or balls. On Heroic,
there are eight of each. On Legendary, each team receives an interesting
default unit. Additionally, on Legendary, there are two additional Dwarven
mortar shells on the map for ghols to pick up.
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SUMMARY:
A free net map from Bungie, this map was the unknown terrain for
the finals of the Seven Phoenix Rising tournament. The six Heron
Guards on this map are named after the six finalists from the tour-
nament.
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SUMMARY:
Dark, foreboding, and monumental-the right setting for a bloody
war. Shuffle off this Mortal Coil has a layout similar to Creep on the
Borderlands but unlike Creep you can climb Shuffle’s walls. When
playing legendary, both meshes feature a modified Deceiver which
allows you to raise reinforcements.
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65 Codex Plugins Manual
UNITS
Shuffle of this Mortal Coil (Light) (2 start, light units) warriors, thrall, sty-
gian knights, ghols, bowmen, journeymen, wights, and dwarves.
Legendary: necromancer who can summon mrymidoins, thrall and wight
reinforcements.
Shuffle off this Mortal Coil (Dark) (2 start, dark units) myrkridia, maul, ghols,
bezerkers, bowmen, fetch, warlocks and wights.
Legendary: necromancer who can summon reinforcements
GAME TYPES
Body Count, Steal the Bacon, Last Man on the Hill, Flag Rally, Capture the
Flag, Balls on Parade, Territories , Captures , Assassination, King of the Hill
and Stampede.
Thanks to...
Vista for the nice HL site to hang out on, ask questions on, and share files
on, all the 3rd party programmers who made such nice tools, rIpp for the
sewer grate model geometry, El Bastard for the grendal ambient life, Ferrex
for permission to plagerize his Lichen to Death scripting use of the 88tele-
port tag, Nekricide for the Myrmidon port, Bungie for such nice tools,
someone I am sure I forgot, and finally, thanks to all of the beta testers
who gave valuable feed back and have helped to make this a finished plu-
gin.
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SUMMARY:
A map in the placid style of “I’ll Dance on Your Grave,” where there
is plenty of animal life to mame while skipping your way to grand-
ma’s house. Just beware of the wolves...they bite back. New units
include butterflies and sheep.
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The Vistan Thug has only 3 mortar shells, so don't waste them. The Thug is
the assassin unit and your best weapon in hunting, but he does not
appear in any other game types.
Tallow Abbey also makes use of the warlock (free warlocks for everyone
on the light version of the map). This warlock uses the confusion spell as
his secondary ability and NOT the ring of fire. The warlock is still too pow-
erful in my mind and this version using the confusion spell makes him a
bit more vulnerable.
The Dorf Riot version on the map uses two specialized dwarves taken
from the conversion map Re-Apply For Carnage. There is a minelayer dwarf
and the dwarven pathfinder that you should remember from Myth. The
minelayers can drop a timed mine with the special action key, and the
pathfinder can call in an air strike. Make sure you don't waste these
weapons tho as you only get a few shots. Many thanks to Khaavren for his
work on the minelayer and for letting us use it here.
The dorf riot variant also makes use of an uncontrollable sheep as your
assassin unit. You have to keep him alive, but you can't control his move-
ment, so you better stay alert to out manuever the 7 other teams on the
map (that's right, there are 8 teams available on the Dorf Riot variant.)
There's lots of new experiences to be had at Tallow Abbey, we're sure
you'll enjoy your stay. :^)
ABOUT VISTA
Vista is a group dedicated to the production of high quality 3rd party
Myth II plugins. These include new maps,units, models and virtually any
editable aspect of Myth II. We currently number eleven members, all of
whom have knowledge in editing and making plugins for the original
Myth. Previous work from members includes maps such as Appalachian
Hot Springs, If I had a Yeti, Blunt Force Trauma, Torpidinium and the Unity
gors. We have the programmers who wrote such applications as Piri Reis,
Amber, and Sapphire. Four of us were also involved in the Daimyo project
(now disbanded).
Go to our website for more maps along with invaluable tips and info on
making your own.
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SUMMARY:
A large snow covered map with frozen ponds and creeks, and
some silent homes. Includes two and eight team versions as well
as both light and dark variants.
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The Thaw Before the Storm is a 2/8 team netmap for Myth II: Soulblighter.
The plugin includes 3 meshes:
• light 2 team
• light 8 team
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SUMMARY:
A forbiding lava inferno, webbed with narrow walkways and sev-
ered by impassable chasms. Don’t charge too soon, don’t charge
too late, the center like a spider craftily waits. This map introduces a
new alchemical half giant unit: the “Zorg”.
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72 Myth: The Total Codex
the center an interesting place for koth and lmoth games. And it’s great
fun for hiding your soulless and spiders (by the way, its impressive to
watch body bits flying downward into the deeps :). Be sure to test out the
different game types such as capture the flag or flag rally.
The map contains a light and a dark. There are 6 Starting Locations.
I'm interested in any feedback/comments/criticisms/creative ideas about
the map. You can send them to the e-mail address below.
Many thanks for your time,
Soma
Special thanks to...
...Bungie, for the great tools and game.
...Vodi, without his great tool "Amber" we wouldn’t be able to create really
new units. Thanks a lot Vodi!
...Crestfallen, who helped me to fix the Zorgs for PC.
...John, a good friend of mine who wrote the little story.
I'd like to say sorry for all who downloaded "The Ritual Site v1.0" which
was not working correct on a PC.
“Soma” (ph.urlich@swissworld.com)
Note: If you would like to use the Zorgs on your maps, I would appreciate
it if you ask my permission.
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SUMMARY:
“The Wild West” is a totally unique Myth conversion set in the great
American Western days of yore when the Winchester ruled the
West and a Colt .45 Peacemaker sat on every hip like a grim reaper
with ivory grips. Plug in this Wild West adventure and see all the
classic Western elements you would expect to see, from a show-
down to cleaning hardened outlaws out of a besieged cattle town.
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FEATURES
THE UNITS
Gunfighters and Deputies:
These guys shoot bullets from pistols. To aim, just click your guy on an
enemy, and they will fire away as best they know how. The trick is to start
firing before they do. These units will start to fire on their own, but only
closer up... so if you want to take advantage of the longer ranges possible,
then you have to manually click them on the target. Adds a higher skill
factor in managing your gun slingers.
These guys also throw lit lanterns. These lanterns are not all that strongly
designed; they like to shatter into a ball of flame and spread their kerosine
all across the ground when they are lofted. These lanterns can be of great
help for holding off enemies. No one likes to walk through a wall of fire, so
in a pinch, its a great escape helper, as well as something to fry your neme-
sis with.
Outlaws and Marshals:
These tough, long dark coated, attitude ridden, foul mouthed puppies
shoot powerful bullets from their Winchester rifles. They are slower,
because they have to reload and take aim again, but don't let that get you
down... the Winchester didn't win the west because it looked pretty! This
bad boy packs a punch, and at a very long distance too boot! You can
shatter a town’s folk with just one shot from this sleek weapon.
These guys have a drawback... they can't handle when things get too close
to them, so instead of trying to take aim, they bash whomever is close
with the butt of the rifle. You do not need to double-click to get them to
bash something, they will do it on their own if the enemy is close
enough... they are not stupid you know (*cough*) lame-archers!
These rough and tumblers also throw sticks of dynamite. Careful, a single
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stick of dynamite can rip a man in half... so be darned careful where you
chuck them! Dynamite can be thrown a fair distance, but the wicks are
long so they take time before they explode... so many times, if you are
quick and see a dynamite attack, you can escape the booming death with
just a few scratches! Dynamite will explode under water, so don't think
since you're standing in a pond, that the stick of dynamite your enemy just
chucked in there with you won't go off!
Ringers:
A ringer is someone who has the talent to be exceptional at what they do.
These guys are exceptional with their gun. Ringers fire rapidly 6 times in a
row (or less if the target dies), and then have a longer recover time (think
of it as reloading). They are pretty powerful units so keep them around,
and try to be careful to not throw them into a heated battle.
Ringers are not easily found in massive quantities, so you won't find that
you have many (if any at all) in the games. Because, if everyone was a
ringer... there wouldn't be the term!
These guys throw lit lanterns as well. They carry a few more to start, so be
cautious if they die.
Doctors:
Many doctors of the old west healed the wounded due to gunshots,
extracting bullets left and right. The Doctor or Doctors you get in some of
the maps will wander along with you, and help your men in times of need.
They pick up white tin Medical Cases that can be found in supply areas.
Although the Doctors carry big black bags with them, without the extra
supplies in the tin cases, they won't have the resources to keep helping
your men. Doctors are not completely defenseless, they can confuse, sick-
en, and stun anyone who gets within range of their intoxicating elixirs.
Guard them well or keep them out of harm’s way until needed.
Cattle:
In some games, you get cattle to control. Cattle have been known to not
just stand around and chew their cud, but to also throw some serious tem-
per tantrums. If you feel like it, send a heard of cattle off to gore your
enemy. Cattle will strike with their horns and thrash anyone and anything
you send 'em after.
Wolves:
The occasional wolf was sometimes found with the occasional outlaw.
They went hand 'n hand, and many times the wolf bit that hand. These
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wolves have been decorated with a bandana so during net games, you
can tell who's wolf is who’s. This also help prevent people from picking
black colors and having their wolves come out pitch black and disgusting.
Chickens:
Chickens are good for dinner.
Horses:
No, you can't mount them and ride around the town firing your six-shoot-
er into the sky... some limits of the Myth engine prevented us from "effi-
ciently" creating this effect, so we didn't bother... didn't add to gameplay
anyhow. So, horses are just there as shields, or targets. Got Glue?
Towns Folk:
Poor hapless fools who wander the town not knowing what is about to
happen to their currently peaceful valley. Try not to shoot them... unless
the game calls for it [*evil laughter*].
GAME TYPES
The Wild West comes with a single color map. However, four different net
setups have been created on this map (known as meshes), and one solo
setup. The four are aptly named: The Lone Gunman, The Cartel Shootout,
The Good vs the Ugly, and Shoot up the Town. There is also a solo setup,
which is called "Town of Hog Waller". You get to this by holding shift down
when clicking "New Game" in the main Myth II Menu. It should show up at
top. This information wasn't initially mentioned, because we wanted it to
be a special feature for those who read readme's, like you are doing now :)
The following is a breakout of each game, and the game types they sup-
port. All games do body count, and, well... no need to mention that one, so
it's left out of the descriptions:
The Cartel Shootout
In this game, you are a gang who wish to rid the other gangs from the
town. You want the town for yourself, so you have to show who is the boss.
This game of the Wild West is your basic "everything" ground. You have a
moderate sized group of thugs (or the town’s law if you happen to start on
main street), and have various avenues for destruction. Each team start
area has a vantage point, and a drawback... so try not to rely on starting in
a certain location! Learn them all.
8 starting locations, great for non team play.
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2 starting locations, of course. One team is all Marshals and Deputies, and
the other is all Outlaws and Gunfighters.
Last man on the street: See who is the better, in this incredibly
bloody game of pile on the street. This tight squeeze with many men,
gives an interesting strategy twist from the usual "attack the hill from
any direction".
Flag Rally: In this game, it's really important who wins that initial bat
tle for barrel #1!!!
Capture the Flag: This is the best game type for the Good vs Ugly. Not
only do you have to defend you corral from the other guys, you gotta
try to take theirs. It ain't as easy as you might think... bullets travel
fast and furious, so you have GOT to be quick and sly witted.
Territories (but of course): Hint: Diversify!
Captures: Don't keep all your eggs in one basket.
Stampede!: Send your huge herd of cattle barreling down the street
to the other gang's corral... yeah, well... you might want to think up a
better tactic, as one well placed stick of dynamite could wipe out
your entire heard!
Assassin: Cattle are your pride 'n joy, keep them alive, as if your life
depended on it.
Shootup the Town
This one is mainly made for its hunting appeal. However, for those who
wish to do a better "Teams" type play with more units, and fewer starting
locations, many other game types are supported for your fun 'n thrills.
Warning: Due to the massive amount of ambient targets in the hunting
game, very slow computers are not recommended (meaning, if you only
have the base required to even play Myth2, then you shouldn't host this
one).
4 starting locations, great for team play games.
Last man on the mound
Bacon bacon, where's my bacon!
Rally 'em Flags
Territories
Hunting: Kill anything and everything you can get a bead on. Tip:
Main street is not the only place to find lots of targets.
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CREDITS
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SUMMARY:
WWII:Urban Warfare, the first of the "fourth party" World War II
maps, places Santa's Head's soldier units in a town setting, result-
ing in exciting house to house combat. Multiple variants are avail-
able including 2-team, 4-team, and two different free-for all vari-
ants with 12 starts.
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include those above in Elimination and Patrol as well as Capture the flag
and Balls on Parade. 2 team: Same as 4 team except for 2 teams.
CREDITS
Thanks to OMAG for helping me test this map, to Da'minion (OMAG) for
his advice and help. Also a special thanks goes to Santa's Head #CP# for
giving me permission to use his World War 2 tags. (If you would like to use
his tags contact him. He created them and owns exclusive rights to them.)
Thanks to Clan Plaid for beta testing this map, for their suggestions, help,
and for the time they spent trying to break it four ways to Sunday. Thanks
to Conner #CP# and Scruggler #CP# for putting up with me every evening
for the last week and for allowing me to take up so much bandwidth on
the CPHL.
This plugin was created using a PowerMac G3 and the awesome and pow-
erful Bungie tools, Fear and Loathing. Start screens were created using
Adobe's Photoshop. This map was adapted by me (Ailil). If you desire to
modify or use the meshes or units which I adapted and are used herein
please contact the respective parties mentioned in this readme for per-
mission. Basically have fun with these meshes and give credit where credit
is due.
Contact: my email: cwayne@gsbs3.gs.uth.tmc.edu
Do not e-mail me about strategy or changes you would like to see. If you
find a bug that makes play impossible, I may consider updating the plugin.
Otherwise play this map as is. Comments are welcome.
Check out the OMAG Map Archive (http://www.omaguinness.com/) for
other fun maps created by OMAG mapmakers.
Finally, just remember war and death are not "fun" things. Millions of Men,
women, and children died between the years of 1932-1945 as a result of
national aggression, ethnic bigotry, and imperialistic goals. Let us hope
that this world will never again see such atrocities as those practiced in
Eastern Asia, WesternEurope, and Africa. Keep in mind that a game is noth-
ing like the horrors of the real thing.
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SUMMARY:
Worlds Collide is a science fiction netmap with all new units,
sounds and scenery. Your team's forces include robots and alien
races, armed with laser guns, grenades and more.
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akin to telekinesis. The ability to affect matter with their minds allows
them to damage or heal units from a distance, as long as they have the
strength (their powers are mana-based). They have no other attack.
Psy'rins are powerful units as long as they're protected. They will die
quickly on their own or in the open. Still, their accelerated minds give
them quite the superiority complex. Think of Psy'rins as a weaker war-
lock/journeyman combination.
Sentry Droids (the barrel-chested robots) were designed for guard duty,
but have been enlisted in the war effort due to short supply of live troops
in this sector. Their pole-arm weapon emits a strong electrical charge up
to a short distance. They are slow and dimwitted, but can stand a lot of
punishment. Think of them as your Stygian Knights.
Drone Bombs (the round hovering units) are sort of like a robotic wight.
Like wights, they are easy to destroy, and often do not reach their target.
Use them to scout (they're much quicker than wights), or to attack a dis-
tracted enemy. To reflect their 'stealth programming', Drone Bombs can-
not be auto-targeted. They are visible on the overhead map, but your
shocktroopers won't shoot at an enemy Drone Bomb until you order them
to. Be careful out there.
Laser Turrets (large mounted guns) do not move. They are available only
in Capture the Flag games, where you have a 'home base' to defend. The
gun has 360-degree rotation, but might have some problems targeting
different elevations. When fully charged (mana) they fire five laserbolts
quickly, but then can only fire 1 blast at a time while recharging. They pro-
vide a bit of extra defensive power, but don't rely on them completely.
Lizards are...well, lizards. They are used as ambient life, stampede units,
and hunting targets.
MAP HINTS
Terrain: nearly all of the map is passable by all units. There are a few
obstacles, and these are usually obvious. Sorry to those who might find
that dull.
Scenery: you will easily identify the netgame flags and balls. The only
other significant new scenery are the crates lying around on the map. You
can use these for cover from enemy shocktroopers, but don't sit behind
them too long. The contents may not be entirely stable.
Concussion Grenades: several small stockpiles of grenades are scattered
around the map. Only Shreen and Shocktroopers can use them.
The "crashed-scoutship-in-a-crater" serves no purpose other than to add a
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SUMMARY:
A night version of WWII: Recon with new flags as well as new
weapon attributes. This multiplayer map is based on a fictional
attack of a swamp in Mississippi. Expect brighter RPG explosions,
tracers following the bullets, some secret map attributes and the
most exciting flag placement ever in "Capture the Flag" on the (S4)
map.
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came up with AS in order to fix the damage he created, not knowing what
Santa had in Store (wowzers). As might not have the goodies that he is
working on, but definitely worth playing... very challenging terrain, spooky
bats that will make you jump and a lot of little features that make it as
explosive as the new RPG blasts.
Be nice to My In-Laws
*Warning DO NOT KILL THE FISHERMAN! He'll haunt you till you die! =o) *
MAP INFO
Overhead map is big.. awkwardly scrolls left to right so in terries there are
flags on both sides of the map, you might not see them at first
CREDITS
Thanks to the wonderful people at Clan Plaid for their willingness to put
up with me and my first try at a map, very very helpful guys.
Thanks Santa... I really enjoyed getting my tailkicked when we tested the
map. =o( hehe, and thanks for the Bayonet Stab fix.
Thanks to Magellan, macsteve, and Hanover fist-- couldn't have got it done
without you.
Any desire to use any of these items should be routed to the person
responsible for it's creation
Spanky- Penuel@bungie.net
Love and Devotion to My Wife Gail... SHMILY
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SUMMARY:
WWII: Recon is a map of modern warfare. It requires intricate
micromanagement and offers stunning realism. This total conver-
sion takes Myth II to new heights. Introducing new units, sounds,
weapons, and physics, all on a new map!
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SUMMARY:
From the creator of the revolutionary World War II: Recon comes
World War II: Titans. Where Recon pitted small groups of infantry
men against each other, Titans introduces a fantastic new element:
Mechanized Armored Cavalry. The tanks of Titans are the size of
German Tiger II's or Russian T-100's, and the ground shakes when
their main guns fire. Titans also expands Recon's arsenal of infantry
weapons to include flamethrowers, different types of mines, and
surprising new uses for high explosives.
On the Codex we've only included the multiplayer component of Titans.
If you point your web-browser to http://www.clanplaid.net/misc/titans,
however, you can download a plugin that will allow you to play all of the
single player Myth II maps with Titans' World War II units!
TITANS MANUAL
THE UNITS
The Soldier
General Information: Your soldiers comprise the bulk of your army, and
they are perhaps your most versatile units. Though they may not have the
raw firepower of tanks or field guns, they can adapt to various combat
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and/or very nearby soldiers. The field cannon costs 16 points in unit trad-
ing.
Mobility: Due to its large bulk, the field cannon moves extremely slowly
and has difficulty traversing steep terrain.
Armament: The field cannon comes complete with a 110mm mortar can-
non and an AMP (Artillery Mine Placement) converter for deploying land
mines over long distances.
110mm Mortar: The main gun of the cannon fires a very powerful high-
explosive mortarround, which can cause devastating damage to enemy
infantry formations on a direct hit. It fires slowly and is tricky to aim, but
has extremely long range. To aim the cannon, you must attack ground
(control click) approximately 60% of the distance between the cannon and
where you want the shell to land. This takes a lot of practice to get right, so
you may want to experiment with this before you attempt to use a can-
non in battle. Since the cannon can fire well beyond its own sight radius, it
is advisable to scout out enemy targets with infantry to best take advan-
tage of the cannon's long range. The main gun has unlimited ammo, but
can only fire when its blue power bar is full (all the way across the top of
the yellow unit selection box).
AMP System: The AMP is the secondary firing mode of the field cannon.
The AMP systemdeploys 5 mines over a fairly large area (dependent on
distance) by pressingthe special ability key and clicking on the target loca-
tion. The mines are in all senses identical to the anti-personnel land mines
that can be deployed by infantry. The cannon only comes equipped with
two AMP shells, so use them wisely.
Weaknesses: Though the field cannon is outwardly a very powerful combat
unit, it does have its fair share of weaknesses. First, the cannon has
extremely poor mobility, which makes it ineffective for quick offensive
maneuvers and unable to dodge incoming grenades or artillery fire.
Second, the cannon's main gun cannot fire at close in targets, making it
defenseless against nearby infantry. Its reasonably heavy armor does not
offer much help when it cannot return fire.
M-61 Main Battle Tank
General Description: This steel giant is what Titans is all about. It combines
size, speed, armor, and heavy weapons to make it a very dangerous com-
bat unit. The M-61is based on the medium tanks employed by various
sides during World War II.
The M-61 MBT costs 40 points in unit trading.
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Movement: Due to the large size of the M-61, it is not able to move in heav-
ily wooded or otherwise cluttered areas. Although the M-61 can slightly
outspeed a soldier, its turning speed is very slow, leaving it open to attacks
when changing directions.
Armaments: The M-61 sports a fast-firing forward mounted .30 caliber
machine-gun and a powerful 77mm cannon as its main gun. It can also
use its crushing weight as a close range weapon.
Machinegun: Nicknamed "The Scythe" for its ability to mow down enemies
like a scythe to wheat, the M-61's machine-gun is its primary attack (click
on an enemy to attack it) at close to medium range. It is less accurate than
a soldier's rifle, but makes up for innacuracy with its much faster rate of
fire.
Designed for anti-infantry, the machine-gun is almost completely ineffec-
tive against enemy tanks. The tank carries an effectively inexhaustible sup-
ply of .30 caliber ammunition.
77mm Cannon: This is where the true power of the M-61 lies. The main
cannon is able to deliver a high-explosive shell over long distances, with
rather impressive accuracy. A single well placed shell can devastate a large
infantry formation, killing many and wounding many more. The main can-
non can be fired by using either the primary attack at long (greater than
rifle fire) range, or the special ability key at medium to long range. The
main cannon will not lead moving targets, so you may want to aim at the
ground ahead of them.M-61s only carry 16 shells for the 77mm cannon.
The cannon can only fire when the blue power bar is full (all of the way
across the top of the yellow unit selection box).
Overrun: When enemy infantry are too close for comfort, you can use your
tank's treads as a weapon. Using the special ability key and clicking on a
target at very close range will make the tank attempt to run over the tar-
get. This can also be used to knock down trees in the tank's path, although
it is ineffective against large groups of infantry or trees.
Design Flaws: The M-61's size can be considered one of its drawbacks, as it
makes an easier target and has difficulty traversing heavily wooded areas.
The M-61 may have impressive armor, making it almost completely
immune to small-arms fire, but weak armor on the underside makes it vul-
nerable to well-placed hand grenades.
EQUIPMENT
1) Fragmentation Grenades
Although designed for anti-personnel roles, fragmentation grenades are
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the premiere weapon for taking out tanks on the battlefield; a well placed
grenade can nearly take out an M-61. It explodes 4 seconds after the pin is
pulled (special ability key), spraying shrapnel and detonating other explo-
sives in a small radius. Soldiers can carry up to 10 fragmentation grenades.
2) Incendiary Grenades
The incendiary grenade is a small petroleum-filled canister with a phos-
phorous detonator. It explodes on impact, spreading its fuel over the
ground and starting a large fire. Incendiary grenades can be used to flush
enemies out of cover or scatter enemy troops, giving your men an advan-
tage in a gunfight. An incendiary grenade will explode if the soldier carry-
ing it dies.
3) Smoke Grenades
The smoke grenade is a small yellow canister which spews out a thick
cloud of smoke shortly after being thrown, making it an effective distrac-
tion and cover for advancing troops. The grenade smokes for about 30
seconds, then makes a small explosion which can be used to set off explo-
sives on the ground.
4) Rocket Propelled Grenades
The RPG is essentially the same as the RPG from WWII: Recon. To fire the
RPG, use the special ability key, then click on the ground about 40% of the
way between the firer and the target. RPGs are difficult to aim, but can
deliver a devastating blast over a very long range. An RPG will detonate if
the soldier carrying it dies.
5) Heavy Machine-gun Belts
This belt of .30 caliber rounds can be used with your rifle to produce fully
automatic fire, similar to that of the Scythe. You are limited to 40 shots per
belt, and until the belt is exhausted you will need to use one hand to feed
the ribbon and therefore give up the ability to throw grenades.The num-
ber of bullets remaining is displayed in your unit's inventory.
6) Anti-personnel Land Mine Packs
The land mine is a particularly effective defensive weapon, allowing you to
guard important areas without having any troops in the vicinity. To plant a
mine, simply place your soldier where you want the mine, press the special
ability key, and move out of the area. Mines take about 5 seconds to arm,
after which they become invisible, so you might want to remember where
you put them. Mines come in packs of 5, and are best used in fields: either
tightly clustered groups near important objectives or in loose patterns of
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field gear so grenades are unusable while wearing the vest. To remove the
flak vest, press the special ability key and click on the ground.
10) TNT Vest
This suicidal weapon transforms an unlucky soldier into a powerful walk-
ing bomb. The vest packs enough explosives to easily take out an enemy
tank, or a large group of soldiers, which can be detonated using the spe-
cial action key. Be warned, there is no way to remove the vest once it is
equipped, and the vest will explode if the wearer dies.
11) Medkits
The medkit contains all the basic materials to fix up everything but death.
The Medkit has a very short range and will heal the patient to about 80%
of full health. Simply press the special ability key, click on the soldier you
wish to heal and wait for the medkit to take effect. It is normal for a soldier
to bleed profusely while the medkit is being used on him. Medkits can
also be used to repair cannons to very near full health, and tanks to about
50% health.
12: Artillery Shells
Leftovers from a previous battle, these artillery shells serve as more of a
dangerous obstacle than a useful weapon. They can be thrown by soldiers
for a grenade-like effect, but their weight severely limits the range. To
throw a shell, use the special ability key.
IN THE FIELD
1) General Field Description
The field is filled with obstacles to help and hinder you. They include: hills,
sandbags, trees, tall grass, tank traps, barbed wire, and crates.
Hills: Hills can provide effective cover against enemy tanks, and also pro-
vide an increased projectile range when throwing things from the top.
Sandbags: Walls of sandbags surround many of the objectives, providing
limited cover for troops and interfering with tank mobility. Sandbags can
be destroyed by explosives.
Trees: The trees found on this map have a smaller impassible radius than
those in regular Myth II, making it possible to get much closer to them,
and in some cases shoot through copses of trees. They are also destroy-
able, by just about any kind of attack. Trees provide some cover, but are
mostly useful just for getting in the way of tanks.
Tall Grass: Clumps of tall grass found around the map are idea for hiding
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One the grayscale version of the map, items in red appear as dark gray,
and items in green appear as light gray.
The overhead map can be obscured beyond the sight range of your
troops at their starting locations, to prevent you from being able to see
the actions of your enemy (laying mines, picking up items, setting clay-
mores, blowing up obstacles, etc). The strategy map is helpful for familiar-
izing oneself with the layout of the map, and finding coordinates when
they are obscured on the overhead map.
3) Titans Variants
The Titans map contains 5 different "meshes" (distinct maps) which vary in
units, teams, and item placement. The different meshes are described
below:
WWII_Titans S-2 (SH): A standard two team map. Each side has the option
of trading for up to 2 cannons or up to 24 soldiers.
WWII_Titans T-2 (SH): Another two team map. Each side has the option of
trading for up to 2 tanks or up to 24 soldiers. On capture the flag games,
each side gets three extra soldiers.
WWII_Titans T-2+ (SH): Another two team map. Each side has the option of
trading for up to 5 tanks or up to 50 soldiers. On capture the flag games,
each side gets three extra soldiers. Heavy winds sweep the map.
WWII_Titans D-A (SH): 15-start free for all map. The unit count varies
depending on the difficulty level, as follows: Timid and Simple - 1 tank
only; Normal and Heroic - 1 tank and 1 soldier; Legendary - 1 tank, two sol-
diers.
WWII_Titans Patrol (SH): 15-start free for all. The unit count varies depend-
ing on the difficulty level, as follows: Timid - 1 soldier; Simple - 2 soldiers;
Normal - 3 soldiers; Heroic - 4 soldiers; Legendary - 6 soldiers or 1 tank
(only for one starting location). The player with the tank gets a strong dis-
advantage in Body Count games, due to 6 soldiers being killed at the start.
A NOTE FROM SANTA
Doing these maps has made me think alot about war, and all its horror.
Since starting WWI in February, I have read many, many books on the sub-
ject and have no greater opinion of it. I understand it. I understand WHY
we do it, and why it is needed at times. I still get teary though, when I think
in depth about how real it really is, all over the world, right this instant.
Let us hope that the human spirit's need to express this brutality can
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its continuing development. The Titans map itself is a 'generic' map and
very specific ones, better ones, are yours for the making; beach
landings...hilltop fortresses... any major battle in history can be recreated.
Be creative and push the envelope!
- Santa's Head #CP#Z
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CREDITS
SPECIAL THANKS
So Long And Thanks For All The Plugins
We at Bungie would like to extend our humble thanks to the dedicated,
creative and generous souls who poured much of their time and all of
their talent into the maps on the Total Codex. We also wish to thank those
players who come back day after day and night after night to bungie.net:
calling in sick, blowing off homework, canceling dates and ignoring basic
hygienic functions in favor of a daily dose of battlefield adrenalin. The
community which has sprung up around Myth is one of the most closely-
knit and relentlessly creative in all of gaming, and we are honored to be a
part of it.
Finally, special thanks to all hippos everywhere, popcorn, coffee, Ming
Choy, good laughs and good friends.
CHIMERA
Project Leaders
Christopher Barrett
James Trevett
Producers
Joseph Staten
Jaime Griesemer
Artwork
Christopher Barrett
James Trevett
Charles Hanlon
Additional Artwork
Jody Joldersma
Level Design
Christopher Barrett
James Trevett
Paul Bertone
Contents
105 Codex Plugins Manual
Tyson Green
Charles Hanlon
Level Scripting
Tyson Green
James Trevett
Chris Dreessen
Sound Design
Marty O’Donnell
Music Design
by Glue the Moose
Nate Tschetter
Russel Nieman
Marty O’Donnell
Story
Jamie Griesemer
Ursula Vernon
Alan H. Davidson
Interface Design
Christopher Barrett
Website
Christopher Barrett
Chris Morrissey
Quality Assurance
Ryan Hylland
Contents
106 Myth: The Total Codex
SPECIAL THANKS TO
Rob McLees, Bob Settles, David Bowman, Paul Clift, Mark Bernal, Case w/
Kilt, The Man, The Other Man, Hotline Software, and all of the beta-testers.
Contents
107 Codex Plugins Manual
Contents
108 Myth: The Total Codex
...and the many countless people who contributed to the maps on this
disc, but are not listed here.
DON’T FORGET
If you’ve enjoyed the third party maps on this disc, don’t forget to check
out “The Mill” at: http://mill.bungie.org. It is an excellent source for Myth II
maps, plugins, tools and news.
Contents